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GamerBoyAdvanced

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A member registered Dec 14, 2017 · View creator page →

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One other thing I'm trying to accomplish is allowing the hex board to move it's position in worldspace, and having it respect that when using the HexConverter. Do you know if there is a simple way to allow this?
It seems to initialize the HexTiles to worldspace (0,0,0) as it stands

Hmm I can't quite say at the moment, it is a side project currently, just trying to get things together atm. But, I am glad to know you're intrigued!

Hey Aurel, this worked like a charm! Now I'm able to fit the grid on a worldspace table :)

This is fantastic! Thank you so much for your reply, and I'm glad it wasn't too much of a hassle. If this works, now I won't have to scale my player to be 30 meters tall! XD

I'll give it a go, and let you know my results with it :)

Hello, fantastic library, been using it for a new project (Unity).
Question: Is there any support for scaling the hex grid/map?
I'm working in VR, and the 1 meter default for hex sizes is larger than I'd like.
If not, do you know if adding scaling support is possible, simple, or a nightmare?

Thanks! XD

What did you mean here when you said the RNG has to be swingy since it's a table top game?

Thanks for the lengthy reply!
I'd like to hear more about your process honestly, if you want, message me on discord here - Vad3rInHale#6030

Hi, did you basically make Heroscape in VR? I'm also a developer and interested in the concept...

Hey sorry for the delayed reply - I'm not exactly sure yet, I had thought it might have been a bad batch of hardware (bad tracking/speed) but it could really also just be down to player's throwing styles, everyone's different. But, some have had this issue who have been playing for a long time, or have been playing DB since the start, so there's some gray area that's coming through. Tough to pin down.

And thank you! I'm so glad you're enjoying it, I hope it brings you fun and a consistent, positive experience :)

Hey Jefe, I believe you have to remove the dashes, I'm not sure why Oculus formatted it this way. Hope this works for you :)

Hey Lift, dev here. There have been reported issues with the throwing on Quest 2 from some users, but after purchasing and testing on one myself, I found no such errors or bugs - We aren't exactly sure where these stories might be cropping up from, but I can say for the majority of Quest 2 users, the experience plays as intended. If you want, you can always hop in the discord to get additional opinion on the matter from the players themselves. Let me know if there's anything else I can tend to :)

Thank you! And appreciate your review :)

Hi Speddr,

This is still being investigated, but we do intend to give out App Lab keys to purchasers, coming this week. Please do stay tuned! :)

Hey eka,

We should be getting around to doling out AppLab keys for purchases this week. We are working on some quick bug fixes in the mean time that are game breaking. I'll make sure to announce when keys come through :)

Thank you :) New trailer up too!

Thanks so much! It really has come a long way and you're one of the only ones that know that :P
I am eagerly waiting on word from AppLab as well, it'll be super cool for more people to have a chance to try it out. 
The trailer for the update should be dropping early next week, keep a couple eyes out!

Updated :)

Hey Dobsy, wanted to reply once more to let you know that we've actually added an option in-game to allow you to toggle off the goggles if you wish to. This should free up your headspace when recording as well. I hope this is helpful to you

Just went up! https://gamerboyadvanced.itch.io/disc-benders/devlog/230175/aesthetics-polish-up...

Coming right now!

Hey Dobsy,
Thank you, glad you're enjoying it. As far as the goggles, they do look good and fine in-game, but you're right as soon as you try to record gameplay it comes out like this. I experienced this just the other day and noticed it for the first time. Possibly in this coming update this will be fixed, but no promises. And as for the controls illustration, I do mean that! I'll be sure to change this in the new update. Thanks for catching that :)

We're looking at March 5th, so next Friday! This has already been pushed back to this date, so I think it's the real one to count for

Thank you so much! We think so too :) The artist did a real good job

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Hey shdw,

Not sure, Itch has been weird lately and I've been uploading new builds, no sweat!

You're right, there was a lot to do on the SideQuest page of things, and it should now all be updated (including the version number like you suggested). Would love to see you and your friends get in on the game together, it should all hold up. I'm not sure if you're in the discord, but we could definitely hook up for a game sometime together (you can also join in on the daily conversing about the game & DG) - https://discord.gg/YfQRmrt

Glad you're looking forward to it :)

Hey deft, sorry the page is causing you issues. The latest version of the game is indeed 11_26. You should get an .apk DiscBenders_AceRun_Quest_Full_11_26 and a .zip with the same name but _Rift_


I think you're right, these were misnamed. My apologies - I've just fixed it so let me know if it's resolved for you :)

Hey Shdw, long time no see. I've been off the grid too (moving) and just came back online. Yes, the game has full multiplayer support! Can't believe it's come all this way. Would love to have you and your friends come on board, there are lots of others too.

I'm wondering, are you still seeing an older build on Itch? The new version has been up for weeks now, so I can't imagine there should be any issues at this point...

Hey Tannerroney,

This update has many things in it, namely the new & improved throwing mechanics, full multiplayer support, and a new course. I'll be doing a write-up tomorrow on it to let everyone the full details. Feel free to pick it up! :)

Thanks Shdw! Looking forward to your thoughts on this version as well :)

Thanks dat :) 

Awesome! :)

Hey Shdw, I messaged you on SideQuest, but here might be good too - The full release of Disc Benders went live last night! Check it out - https://sidequestvr.com/app/594

Please do try this one: https://discord.gg/YfQRmrt

Hey Shdw, I'm not sure how I missed this post. Am reading up on it now!

Heres the final board version

Haha none of our stats will be impressive, it's technically possible, but not practically :P

For sure, it's part and parcel of creating a longer form experience that is additive to the multiplayer update. Sad news: I actually broke my first headset like a day before I uploaded the back 9, the strap snapped right off. Luckily, I have the other one I ordered, and Oculus is doing a full replacement, but that means I'll have to be waiting until that comes through until I can test with both. Until then, I'll be laying the groundwork like this and getting in multiplayer aspects where I can! :)

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Hey Lynx,

So awesome to hear you're looking forward to this update, I agree adding a whole nother 9 holes is a great amount of content. I'm thinking about strategies for future content releases like this and how they will be monetized, so I hope to hear how you play with this round and will incorporate it into my release scheduling.

Yeah I tried to make it as intuitive as possible, both to DG vets and newcomers throwing a disc with these characteristics, I'm glad it comes across for you :)

Probably won't go the way you want most of the time, doesn't for me either and I know the 1's n 0's behind it :P The flight paths are for right-hand back-hand throws, and (as I'm learning now) these are only in ideal conditions at the target speed for the disc. In other words, it's highly variable! But, you can always make it work.

Hope to hear more from your experience with the new features

Great shdw, I look forward to putting it out there and having you all play it :)

Awesome! Great to hear you're upgrading :)

Hey Amra, thanks so much for the additional donation. So glad to hear you are enjoying the new updates, are things being more stable now in terms of bugs/glitches?

As for the watch, the second page is going to display stats from your most recent throw. The top left number is speed (in meters/second, although I should convert to Mph), the top right number is spin, and (once the disc lands) the bottom number will be distance (in feet).

Appreciate the appraisal and look forward to seeing the content you put out!

Hey Shdw, so glad you enjoy the concept of the watch, I hope you'll like it in-game. Great to hear you look forward to more of the course, I'm working on the back 9 as we speak!

Having actual course designers help out with fleshing more courses is actually a great idea. I think after I release this next update (which will be around 6/5), I'll look into something like that, and see if we can't get someone on board :)

It is unfortunate about the Oculus pitch, but I'm grateful there are options to apply multiple times, definitely have high hopes for this in the near future.

Also, got my second Quest in, so am looking forward to starting multiplayer development!